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Fix storing of Node Array properties
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04a530f91f
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@ -44,6 +44,7 @@ bool PropertyUtils::is_property_value_different(const Object *p_object, const Va
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// This must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error.
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return !Math::is_equal_approx((float)p_a, (float)p_b);
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} else if (p_a.get_type() == Variant::NODE_PATH && p_b.get_type() == Variant::OBJECT) {
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// With properties of type Node, left side is NodePath, while right side is Node.
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const Node *base_node = Object::cast_to<Node>(p_object);
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const Node *target_node = Object::cast_to<Node>(p_b);
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if (base_node && target_node) {
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@ -51,6 +52,23 @@ bool PropertyUtils::is_property_value_different(const Object *p_object, const Va
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}
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}
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if (p_a.get_type() == Variant::ARRAY && p_b.get_type() == Variant::ARRAY) {
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const Node *base_node = Object::cast_to<Node>(p_object);
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Array array1 = p_a;
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Array array2 = p_b;
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if (base_node && !array1.is_empty() && array2.size() == array1.size() && array1[0].get_type() == Variant::NODE_PATH && array2[0].get_type() == Variant::OBJECT) {
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// Like above, but NodePaths/Nodes are inside arrays.
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for (int i = 0; i < array1.size(); i++) {
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const Node *target_node = Object::cast_to<Node>(array2[i]);
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if (!target_node || array1[i] != base_node->get_path_to(target_node)) {
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return true;
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}
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}
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return false;
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}
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}
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// For our purposes, treating null object as NIL is the right thing to do
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const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
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const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
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@ -68,6 +68,10 @@ protected:
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ClassDB::bind_method(D_METHOD("set_exported_node", "node"), &TestNode::set_exported_node);
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ClassDB::bind_method(D_METHOD("get_exported_node"), &TestNode::get_exported_node);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "exported_node", PROPERTY_HINT_NODE_TYPE, "Node"), "set_exported_node", "get_exported_node");
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ClassDB::bind_method(D_METHOD("set_exported_nodes", "node"), &TestNode::set_exported_nodes);
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ClassDB::bind_method(D_METHOD("get_exported_nodes"), &TestNode::get_exported_nodes);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exported_nodes", PROPERTY_HINT_TYPE_STRING, "24/34:Node"), "set_exported_nodes", "get_exported_nodes");
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}
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private:
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@ -84,11 +88,15 @@ public:
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int physics_process_counter = 0;
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Node *exported_node = nullptr;
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Array exported_nodes;
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List<Node *> *callback_list = nullptr;
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void set_exported_node(Node *p_node) { exported_node = p_node; }
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Node *get_exported_node() const { return exported_node; }
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void set_exported_nodes(const Array &p_nodes) { exported_nodes = p_nodes; }
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Array get_exported_nodes() const { return exported_nodes; }
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};
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TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tree") {
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@ -500,7 +508,16 @@ TEST_CASE("[SceneTree][Node]Exported node checks") {
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node->add_child(child);
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child->set_owner(node);
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Node *child2 = memnew(Node);
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child2->set_name("Child2");
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node->add_child(child2);
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child2->set_owner(node);
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Array children;
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children.append(child);
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node->set("exported_node", child);
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node->set("exported_nodes", children);
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SUBCASE("Property of duplicated node should point to duplicated child") {
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GDREGISTER_CLASS(TestNode);
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@ -512,8 +529,7 @@ TEST_CASE("[SceneTree][Node]Exported node checks") {
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memdelete(dup);
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}
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SUBCASE("Saving instance with exported node should not store the unchanged property") {
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node->set_process_mode(Node::PROCESS_MODE_ALWAYS);
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SUBCASE("Saving instance with exported nodes should not store the unchanged property") {
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Ref<PackedScene> ps;
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ps.instantiate();
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ps->pack(node);
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@ -548,6 +564,45 @@ TEST_CASE("[SceneTree][Node]Exported node checks") {
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CHECK_FALSE(is_wrong);
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}
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SUBCASE("Saving instance with exported nodes should store property if changed") {
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Ref<PackedScene> ps;
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ps.instantiate();
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ps->pack(node);
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String scene_path = TestUtils::get_temp_path("test_scene.tscn");
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ps->set_path(scene_path);
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Node *root = memnew(Node);
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Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
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root->add_child(sub_child);
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sub_child->set_owner(root);
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sub_child->set("exported_node", sub_child->get_child(1));
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children = Array();
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children.append(sub_child->get_child(1));
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sub_child->set("exported_nodes", children);
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Ref<PackedScene> ps2;
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ps2.instantiate();
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ps2->pack(root);
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scene_path = TestUtils::get_temp_path("new_test_scene2.tscn");
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ResourceSaver::save(ps2, scene_path);
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memdelete(root);
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int stored_properties = 0;
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Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
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while (!fa->eof_reached()) {
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const String line = fa->get_line();
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if (line.begins_with("exported_node")) {
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stored_properties++;
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}
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}
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CHECK_EQ(stored_properties, 2);
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}
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memdelete(node);
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}
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